System and method for augmented reality gaming using a mobile device

ABSTRACT

Disclosed is a method and system for preventing replay attacks for mobile promotions associated with gaming devices. Upon the occurrence of a promotion winning event such as a designated outcome of a game played on the gaming device the user, via a software application accessible to their mobile device, forwards images of the event to a server over a network. The server determines entitlement to the promotion and analyzes data associated with the images and mobile device location and time to confirm that the event is new promotion winning event. Upon such confirmation an entitlement to the promotion is awarded to the user. The foregoing prevents unscrupulous users from logging multiple claims for the same promotion winning event.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.12/969,462 filed Dec. 15, 2010 which is a continuation of U.S. patentapplication Ser. No. 12/946,723, filed Nov. 15, 2010, entitled SYSTEMAND METHOD FOR BONUS GAMING USING A MOBILE DEVICE, now U.S. Pat. No.8,550,903, issued Oct. 8, 2013, which is incorporated herein byreference.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

BACKGROUND

1. Field

This disclosure is directed to wagering games, gaming machines,networked gaming systems and methods, and in particular to themaintenance of these wagering games, gaming machines, networked gamingsystems and methods.

2. Description of the Related Art

Previously, various types of gaming machines have been developed withdifferent features to captivate and maintain player interest. Ingeneral, a gaming machine allows a player to play a game in exchange fora wager. Depending on the outcome of the game, the player may beentitled to an award which is paid to the player by the gaming machine,normally in the form of currency or game credits. Gaming machines mayinclude flashing displays, lighted displays, or sound effects to capturea player's interest in a gaming device.

Another important feature of maintaining player interest in a gamingmachine includes providing the player with many opportunities to winawards, such as cash or prizes. For example, in some slot machines, thedisplay windows show more than one adjacent symbol on each reel, therebyallowing for multiple-line betting.

In the past, manufacturers have developed systems for control of gamingmachines. Specifically, these have included applications for denyingself-excluded gamblers from playing slot machines, bonusing of anonymousplayers and allowing a player to participate in a casino loyalty schemewithout the need to insert a physical card into the gaming machine.

While gaming machines including feature games have been successful,there remains a need for feature games that provide players withenhanced excitement and an increased opportunity of winning.

SUMMARY

Briefly, and in general terms, the method is disclosed for enabling auser in an augmented reality gaming venue to use an augmented realitygaming venue component and a mobile device to find a particular game orgaming machine. The method includes: controlling a camera on the mobiledevice using the augmented reality gaming venue component, once thecomponent is activated; determining the location of the mobile device;determining the orientation of the mobile device; querying a casinomanagement system to retrieve data for the augmented reality gamingvenue; generating a list of gaming machines and other objects currentlyvisible to the camera; rendering a camera-captured image on a display ofthe mobile device; and overlaying icons on the image for each visibleobject to display additional visual information to a user on the displayof the mobile device in response to the user aiming the mobile device atgaming machines or other objects of interest in the augmented realitygaming venue.

In another embodiment, another gaming method is disclosed for enabling auser in an augmented reality gaming venue to use an augmented realitygaming assistance component and a mobile device to find additionalgaming options or information for a game displayed on a gaming machine.This method includes: controlling a camera on the mobile device usingthe augmented reality gaming assistance component, once the component isactivated; enabling a user to capture the output from the gaming machinevia the camera, wherein the output includes an image of a pay table ofthe game or the game title, and an image of a current game state;sending the images via a network to a server; determining, transmitting,and displaying possible strategies for use by a player of the game titlein the current game state; and overlaying virtual graphics on a displayof the mobile device that either appear to be on a display of the gamingmachine when viewed via the mobile phone, or augment the display of thegaming machine with elements that indicate points of interest on thegaming machine.

Continuing, in another aspect of some embodiments, a gaming method isdisclosed that includes: controlling a camera on the mobile device usingthe augmented reality gaming assistance component, once the component isactivated; enabling a user to capture the output from the gaming machinevia the camera, wherein the output includes an image of a pay table ofthe game or the game title and an image of a current game state; sendingthe images via a network to a server; determining, transmitting, anddisplaying possible strategies for use by a player of the game title inthe current game state; and overlaying virtual graphics on a display ofthe mobile device that either appear to be on a display of the gamingmachine when viewed via the mobile phone, augment the display of thegaming machine with elements that indicate points of interest on thegaming machine. In some embodiments, an object recognition system of theaugmented reality gaming assistance component extracts data marks fromthe display of the gaming machine which transmit varying intensivelight, and wherein the data marks are used as a one way communicationmethod from the gaming machine to the augmented reality gamingassistance component.

Features and advantages will become apparent from the following detaileddescription, taken in conjunction with the accompanying drawings, whichillustrate by way of example, the features of the various embodiments.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a logic flow diagram of a process for a technician tounlock a gaming device in a gaming system that utilizes a biometriccontrolled door lock.

FIG. 2 illustrates a system overview of a gaming system that utilizes abiometric controlled door lock.

FIG. 3 illustrates a system overview of an augmented reality venuesystem.

FIG. 4 illustrates a logic flow diagram of a process to build anaugmented display.

FIG. 5 illustrates a smart phone that is displaying an example outputfrom an augmented reality venue mobile application.

FIG. 6 illustrates a smart phone that is displaying an example outputfrom an augmented reality venue mobile application with a gamehighlighted.

FIG. 7 illustrates a smart phone that is displaying an example outputfrom an augmented reality venue mobile application with a game reservedwith a Personal Identification Number.

FIG. 8 illustrates a smart phone that is displaying an example outputfrom an augmented reality venue mobile application with signagehighlighted.

FIG. 9 illustrates a smart phone that is displaying an example outputfrom an augmented reality venue mobile application with an “in-use” gamehighlighted.

FIG. 10 illustrates a smart phone that is displaying an example outputfrom an augmented reality venue mobile application with a userhighlighted.

FIG. 11 illustrates a system overview of an augmented reality gamingsystem.

FIG. 12 illustrates a logic flow diagram of a process to provide a gameon a smart phone.

FIG. 13 illustrates a logic flow diagram of a process to begin anaugmented session via bluetooth.

FIG. 14 illustrates a logic flow diagram of a process to begin anaugmented session via image recognition.

FIG. 15 illustrates an example gaming machine output with calibrationand data marks enabled.

FIG. 16 illustrates an example gaming machine output from a smartphone's camera-perspective.

FIG. 17 illustrates calibration marks as extracted from image capture.

FIG. 18 illustrates an example image capture by the game application of“Burger Run.”

FIG. 19 illustrates a smart phone that is displaying a game applicationmenu for “Burger Run.”

FIG. 20 illustrates a logic flow diagram of a process to presentprogressive ratings.

FIG. 21 illustrates a smart phone that is displaying a game applicationmenu for progressive value decoding.

FIG. 22 illustrates a smart phone that is displaying a game applicationmenu of an example progressive analysis presentation.

FIG. 23 illustrates a smart phone that is displaying a game applicationmenu of an example strategy overlay.

FIG. 24 illustrates a smart phone that is displaying a game applicationmenu of an example video poker acquisition and decoding.

FIG. 25 illustrates a smart phone that is displaying a game applicationmenu of an example video poker analysis presentation.

FIG. 26 illustrates a diagram of a download and registration process foran example iBonus game played on a mobile smart phone.

FIG. 27 illustrates a diagram of a game play process on an exampleiBonus game played on a mobile smart phone.

FIG. 28 illustrates a diagram of a bonus award process on an exampleiBonus game played on a mobile smart phone.

FIG. 29 illustrates a system overview of an iBonus system.

FIG. 30 illustrates a smart phone that is displaying an Ad Hoctournament on a mobile smart phone.

FIG. 31 illustrates a logic flow diagram of an image analysis process.

FIG. 32 illustrates a diagram of a process for removal of a perspectivedistortion of an image.

FIG. 32A illustrates a live camera image of a gaming machine screen.

FIG. 32B illustrates alignment boxes that are used by the player tooverlay onto the live camera image of FIG. 32A.

FIG. 32C illustrates the alignment boxes of FIG. 32B overlaid onto thelive camera image that was displayed in FIG. 32A.

FIG. 33 is a perspective view of a gaming machine in accordance with oneor more embodiments.

FIG. 34 is a perspective view of another embodiment of a gaming machine.

FIGS. 35A and 35B are block diagrams of the physical and logicalcomponents of the gaming machine of FIG. 33.

FIG. 36 is a block diagram of the logical components of a gaming kernelin accordance with one or more embodiments.

FIGS. 37A and 37B are schematic block diagrams showing the hardwareelements of a networked gaming system in accordance with one or moreembodiments.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

Various embodiments are directed to a game, gaming machine, gamingsystems and method for playing a game, wherein the gaming systemincludes biometrically controlled door locks. The embodiments areillustrated and described herein, by way of example only, and not by wayof limitation. Referring now to the drawings, and more particularly toFIGS. 1-7, there are shown illustrative examples of games, gamingmachines, gaming systems and methods for playing a game in accordancewith various aspects of the gaming system which includesbiometrically-controlled door locks.

An example in accordance with one or more aspects of a disclosedembodiment is shown in FIGS. 1-2. A preferred embodiment of a gamingsystem includes a biometrically-controlled door lock 100. Thebiometrically-controlled door lock enables a technician to open a gamingmachine door without needing a master key. Instead, the technicianspresent themselves to a camera built into the gaming machine, and apicture is taken of them. This picture is transmitted to the casinomanagement system (CMS) and if the facial recognition software runningon the CMS identifies the technician as being authorized, a message issent to the EGM (electronic gaming machine) to unlock the door. Thegaming machine has a solenoid attached to the door lock, and is able tounlock the door under software control. The advantage of such a systemis that it removes the need for a casino to issue master keys totechnicians.

A preferred embodiment of a gaming system which includesbiometrically-controlled door locks enables a technician to open agaming machine without using a key. Traditional key and lock systems aredifficult to change. Moreover, the disclosed gaming system offers bettersecurity than either the existing key or biometric systems.Additionally, a preferred embodiment of a gaming system which includesbiometrically-controlled door locks is also much cheaper to deploy,requiring only a software-controlled solenoid to be installed in eachgaming machine.

A preferred embodiment of this gaming system, which includesbiometrically-controlled door locks, leverages existing mobile “smartphones.” By way of example only, and not by way of limitation, suchsmart phones include Apple's iPhone series, Google's Droid and Nexus Oneseries, Palm's Pre series, and RIM's Blackberry series of smart phones.Most, if not all, of these smart phones include a built-in camera thatcan be controlled by software applications. Accordingly, preferredembodiments of this gaming system “move” the camera from the gamingmachine to a smart phone, carried by the technician. In more detail, thecomponents that make up the gaming system havingbiometrically-controlled door locks may be seen in FIG. 2. In thisregard, a preferred embodiment of a locking system should employ (1)something you are (e.g., a biometric), (2) something you know (e.g., aPIN), and (3) something you possess (e.g., a physical token, such as akey).

As part of one aspect of a disclosed embodiment, a technician isequipped with a smart phone. Additionally, a manufacturer develops aspecific biometric lock application for this embodiment that is deployedby casino IT staff. For security purposes, this application is notwidely distributed, and it is not downloadable by the public. Thebiometric lock application is capable of taking photographs using thecamera built into the phone, and passing these photographs over anencrypted internet (Secure Socket Layer) connection to a web serverconnected to the CMS. In some embodiments, the web server also providescontext sensitive help documents to the mobile phone, in addition tobeing able to take photographs.

In a preferred embodiment of a gaming system havingbiometrically-controlled door locks, each gaming machine is equippedwith a solenoid to control the opening of the cabinet door. The gamingmachine also includes software to enable commands to be sent from theCMS to enable the door to be opened by triggering the solenoid. Inaddition, the gaming machine preferably has a sticker or placardattached that uniquely identifies the machine. This may be achieved by abarcode printed on the sticker.

Referring now to the process in FIG. 1, a technician is tasked toperform some maintenance on a gaming machine. In practice, he or sheapproaches the gaming machine in question and starts the technicianbiometric lock application on the smart phone. The technician isprompted to scan the gaming machine's barcode, and then the biometriclock application presents the current image being read by the camera onthe phone's LCD screen. Once the technician positions the camera at asuitable distance from the barcode, the image is captured, and sent viathe encrypted link over the internet to the web server. At the webserver, the image analysis software decodes the image and determinesthat it is a barcode. The barcode decoding module determines anidentifier, which is used by the Machine ID database to determine whichgaming machine has been scanned.

In some preferred embodiments, the CMS then responds back to the mobilephone with information about the gaming machine so that the technicianmay confirm that the barcode is correct. This information may consist ofthe name of the game currently loaded on the gaming machine and otheridentifying information.

After confirming that the gaming machine is correct, for securitypurposes, at this point the technician must enter a PIN (PersonalIdentification Number), or a user identifier/password combination. Thesecredentials are transmitted to the CMS via the internet. The mobilephone application then tells the technician to take a self-portraitusing the camera on the mobile phone. For some phones equipped with dualcameras (such as most Nokia models, the iPhone 4, and the HTC EVO), thissimply means holding the phone up to get a good view of the face. In thecase where the phone has only one camera, the technician turns the phonearound so that the camera faces him or her, and presses the button onthe user interface of the phone to take a picture.

The captured image is also sent up to the CMS via the secure cellularinternet connection. As an alternative to the use of secure connectionsover the internet, a WiFi local network may also be used if it ispresent in the casino. At the CMS, the image analysis software passesthe self-portrait to the facial recognition system, which determines theemployee identifier associated with the face presented.

In addition to the credentials described above, in another aspect ofsome embodiments, the smart phone itself may be “married” to aparticular employee. In such embodiments, in every transaction a uniqueidentifier for the phone may also be transmitted. This identifier is setat install time, and cannot be changed by the technician. Alternatively,the phone's IMEI (International Mobile Equipment Identity) number orother cellular identifier may be used.

In some preferred embodiments of the gaming system havingbiometrically-controlled door locks, all four credentials are passed tothe unlock application at the CMS including (1) the employee ID, (2) thephone identifier, (3) the machine ID and (4) the PIN. If all credentialsare valid (i.e., if the employee is currently allowed to unlock thegaming machine), an unlock signal is sent over the CMS network to thegaming machine. Once the gaming machine receives this signal, thecontroller associated with the door solenoid causes it to be tripped. Inother embodiments, only three of the four credentials are passed to theunlock application at the CMS.

Once opened, a specific set of help pages are retrieved by the CMS froma gaming machine instruction manual server to aid the technician in histasks. These pages are made available on the smart phone for thetechnician to peruse and are specific to the game and cabinetcombination in question.

To further assist the technician, at any time he or she may take aphotograph of the gaming machine's LCD display. Any error messages,“lockup” messages or menus displayed may be read by the image analysismodule at the CMS and by OCR (Optical character recognition) may be usedto index into context sensitive help for the particular problem.

In addition to a barcode on the exterior of the gaming machine, eachperipheral within the machine may also have a barcode. By scanning thebarcode with the camera on the mobile phone using the mobile phoneapplication, context sensitive help may also be retrieved formaintaining the peripheral, or for determining the asset status orconfiguration of a peripheral.

Some preferred implementations of the disclosed embodiments use a smartphone with two cameras and OpenCV image analysis software. Additionally,some embodiments: (1) provide a cheaper solution than installing camerasin each gaming machine; (2) enable a casino to update software ‘keys’without needing to replace thousands of locks; (3) enable technicians tocarry a physical token (i.e., the smart phone) that is very difficult tocopy; (4) employs facial recognition and PIN security measures thatprevent casual theft of a smart phone causing security issues; and (5)technicians can receive context-sensitive help to fix a particulargaming machine. In other aspects, some embodiments provide: (1) use ofthe combination of phone, camera, facial recognition, barcode andnetwork-controlled solenoid to open a gaming machine door; and (2)context sensitive help for maintenance of the gaming machine, deliveredby phone to authorized personnel. In this manner, a technician pointshis phone's camera at an error message and receives help to fix thespecific problem associated with the error message.

In another aspect of some embodiments, gaming systems are utilized thatinclude augmented reality viewing capabilities 300. In such embodimentsof the disclosed gaming system, smart phones are utilized that include abuilt in gyroscope, as well as location tracking technology such as adigital compass and a GPS system (Global Positioning System). Thesefeatures enable the accurate position and orientation of the smartphones and its user to be derived. Additionally, some other embodimentsof the disclosed gaming system use object recognition and OCR (Opticalcharacter recognition) techniques combined with location/orientationderivation to provide players in casinos easy ways of finding games,progressive jackpots, particular machines, and other players of theirchoice.

The overall arrangement of the gaming systems that include augmentedreality viewing capabilities may be seen in FIG. 3. In broad terms,gaming systems that include augmented reality viewing capabilitiesinclude an application loaded onto a camera-enabled smart phone, aback-end system for assisting the application, and integration modulesfor connecting to an existing Business Intelligence System (BIS).

In some embodiments, the Business Intelligence System provides adatabase or other structure that includes a table of the position andorientation of every gaming machine in a venue. Continuing, in suchembodiments each position/orientation is associated with a uniqueidentifier that enables this system to query the Casino ManagementSystem (CMS) to retrieve data for the gaming machine in question such ascurrent occupancy, historical performance, current denomination andother relevant attributes.

The basic operation of one embodiment of a gaming system that includesaugmented reality viewing capabilities is shown in FIG. 4. A playerinstalls an augmented reality venue application on his phone, andactivates the application when he enters the venue. Preferably, theapplication may be automatically activated by a Bluetooth or wirelessmessage that is received by the phone when it passes through a portalsuch as a casino entrance. Alternatively, the application may beautomatically activated by a “locale” condition programmed into thesmart phone, tied to the venue's GPS location. In the simplestimplementation, the application is manually activated by the player.

Once activated, the application of the gaming system having augmentedreality viewing capabilities begins to control the inbuilt primarycamera of the smart phone. In one such embodiment, a message isdisplayed on the smart phone display asking the user to aim the cameraat gaming machines or other objects of interest in the venue.

Once aimed, the augmented reality application determines the location ofthe phone, by means such as GPS, Bluetooth, or cell tower triangulation.In another embodiment, the augmented reality application determines thelocation of the phone by analysis of the image being captured by thecamera. In this regard, physical reference points may be placed in thecasino for the camera to find. Next, the orientation of the phone isdetermined. This may be accomplished by accessing the internal digitalgyroscope embedded within the smart phone.

Once the location/orientation of the smart phone is known, the objectsof interest (such as gaming machines) that may be seen by the smartphone's camera may be computed. This may be achieved by placing thecamera position/orientation within a virtual 3D representation of thevenue. This virtual representation may be built up offline by parsingthe Business Intelligence System table of position/orientations ofgaming machines and other objects. From time to time, thisrepresentation may be updated to take into account the moving of gamingmachines and signage around the venue.

In one embodiment of the gaming system having augmented reality viewingcapabilities, a list of gaming machines and other objects currentlyvisible to the camera are built up. For each object visible, a virtualposition on the smart phone display may be derived by performing aninverse projection matrix on the co-ordinates of the gaming machine. Thecamera captured image is rendered on the smart phone display, and anicon is overlaid on the image for each visible object. An example ofthis output is shown in FIG. 5.

As shown in FIG. 5, in another aspect of the gaming system havingaugmented reality viewing capabilities, some different types of iconsmay be shown depending upon the type of object or some meta-dataassociated with an object. In the example shown in FIG. 5, a standardgaming machine is shown with a green icon, a gaming machine that isbeing played (and thus unavailable) is shown with a blue icon, and thegaming machine with the highest payout over a recent period of time(i.e. the ‘hottest’ gaming machine) is shown with a red icon.

Another type of icon shown in the embodiment of FIG. 5 is a user icon.This user icon represents another player, such as a player that thecurrent user has an affinity with (e.g., a spouse or relative). In someembodiments of the gaming system having augmented reality viewingcapabilities, the player may register affinities in the CMS or via theaugmented reality venue application. By employing such an embodiment,the player is able to find their spouse by simply panning their cameraaround until the user icon is straight ahead.

Notably, icons such as the user icon need not represent an objectdirectly visible by the player. In some embodiments of the augmentedreality venue system, signage and banks of gaming machines may bebetween the player and their spouse, but do not affect the operation ofthis system.

As shown in FIG. 6, once an icon is shown, the player may touch thetouchscreen on their smart phone at the location of the icon to bring upinformation about the object in question. FIG. 6 shows an example ofsuch information. In this example, the user has selected the red iconnear a ‘Hot Shots’ game on the image displayed on his phone. Thisselection causes a pop-up window with information about the game,including the detail that this is the ‘Hottest Slot’ by some measure(e.g., perhaps this gaming machine has paid out the most money over thelast 24 hours).

In some embodiments, the pop-up window also lets the player know thatthis gaming machine is available to play, which might not be apparent ifthere are any obstructions between the gaming machine and the user. Inone such embodiment, this availability information is obtained by theback-end systems by querying the CMS to see if any credits or playertracking card are inserted.

Referring now of FIG. 7, in another aspect of a gaming system havingaugmented reality viewing capabilities, the pop-up window also enables aplayer to “reserve” a gaming machine. Reserving gaming machines ispopular in some markets, and this novel feature extends the reservingfeature. If a player chooses to reserve the gaming machine by selectingthe button on their smart phone, a message is sent up from the phone tothe back-end system, and onto the CMS to reserve the gaming machine.Preferably, the CMS generates a PIN and transmits this PIN to the gamingmachine and back to the phone. This PIN is displayed on the phone, asshown in FIG. 7. The gaming machine then locks up for a period of timeto give the player time to walk over. When the player reaches the gamingmachine, he or she enters the matching PIN and the game is unlocked.Once the time limit is reached, the gaming machine automatically unlocksto prevent the gaming machine from being held out-of-service.

Referring now to FIG. 8, an embodiment of a gaming system havingaugmented reality viewing capabilities is shown in which a user hasselected an augmented reality venue with the signage highlighted. Thistype of reservation may be restricted to users of a certain standing;for example, “Platinum Level” players, to ensure they have priority forpopular games.

FIG. 9 is an embodiment of a gaming system having augmented realityviewing capabilities in which a user has selected a game that iscurrently in use by another player. In this scenario, the user isoffered the choice of finding another game of the same type elsewhere inthe venue. In some embodiments, this action is performed by the backendquerying the CMS as to other games with identical themes, and filteringthis list by only matching gaming machines where credits are zero and noplayer tracking card is inserted.

Once the list is formed, the list is sorted by distance from the userbased upon the gaming machine location table in the BusinessIntelligence System. The nearest gaming machine matching is thenpresented on the screen, if it is visible, by a vertical arrow iconpointing at the gaming machine. In some embodiments the arrow icon isflashing. In another aspect of one embodiment, if the nearest matchinggaming machine is off of the screen, a horizontal arrow is displayedthat indicates which way the player should rotate themselves to bringthe matching gaming machine into view. As the player rotates himself,holding the phone in front of him, the arrow position is updated, andeventually replaced by a vertical arrow pointing directly at the gamingmachine.

In one embodiment of a gaming system having augmented reality viewingcapabilities, “Platinum” players (or other selected players) arepresented with another option when all gaming machines of a particulartype are in use, or the player has a particular favorite machine. Theseplayers may be given the option to “pre-reserve” a gaming machine orgame, such that they will be informed by the augmented realityapplication the moment that their game, or favorite machine, becomesfree. At this point, the gaming machine in question will be reserved fora period of time, using the PIN method described above.

Referring now to FIG. 10, an embodiment of a gaming system havingaugmented reality viewing capabilities shows yet another feature. Asmentioned above, players may register affinities to other players. Inthis example, as well as being able to find their friends or spouse, theplayer may choose to find the same game (at a different gaming machine)they are playing, or possibly sending an instant message (IM) to theirfriend to be displayed on the friend's gaming machine. In the case ofcommunity games, the “Find Available” option may also allow a player tofind a free seat in the same community game as their friend.

Some preferred implementations of the disclosed embodiments use (1) asmart phone for the client that has a GPS or other positioning system,as well as a gyroscope for accurate orientation detection, (2) anysuitable web server for communication with the smart phone andregistration of players, and (3) OpenCV image analysis software.Additionally, some embodiments provide features that include, by way ofexample only: (1) enabling players to quickly find objects of interest,(2) increasing casino revenue by helping players find their favoritegames quicker, (3) enabling players to reserve games from their phone,(4) leveraging technology that players already have, and (5) utilizing asystem that is inexpensive to deploy, since it does not require any newinfrastructure. In other aspects, some embodiments provide: (1) the useof the phone as a way of finding objects in a casino, (2) the ability toreserve games from the phone, and unlock the games with a PIN, (3)notification when games become available, and (4) the ability to findother players, and the games that they are playing.

In another aspect of some embodiments, gaming systems are utilized thatinclude augmented reality gaming capabilities 1100. In such embodimentsof the disclosed gaming system, smart phones are utilized that includebuilt-in object recognition technologies and OCR (Optical characterrecognition) techniques combined with location/orientation derivation toprovide players in casinos with additional gaming options andopportunities. In one embodiment of a gaming system that includesaugmented reality gaming capabilities 1100, such object recognitiontechnologies and OCR capabilities are similar to those provided byGoogle's “Goggles” application.

The overall arrangement of the modules that make up an embodiment of agaming system that includes augmented reality gaming capabilities 1100may be seen in FIG. 11. In some embodiments, the gaming system havingaugmented reality gaming capabilities 1100 consists of an augmentedreality gaming application loaded onto a camera-enabled mobile smartphone, a back-end system for assisting the application, and in somescenarios, additional software modules as part of the gaming machinesoftware.

In one implementation of a gaming system that includes augmented realitygaming capabilities 1100, the gaming process proceeds in the followingmanner. A player approaches a game machine to play a game (e.g., JokerPoker). Joker Poker is a video poker game in which a player makes adecision about which cards to hold or draw. During the game, the playermay reach a point where the player is unsure of the correct strategywith which to proceed. When this point of uncertainty occurs, the playermay take out his mobile phone and select the augmented reality gamingassistance application. Next, the player is prompted to point his smartphone's camera to the gaming machine screen. Once the camera is aimed atthe screen, the player presses the camera shutter button, and an imageis captured (as seen in FIG. 24).

The augmented reality gaming assistance application transmits the imageto the backend server via a 3G (third generation) or GPRS (GeneralPacket Radio Service) encrypted SSL (secure socket layer) session to apublic web service and awaits a response. The backend server, usingobject recognition and OCR technology determines the following fromanalyzing the image: (1) the paytable of the game, and thus, the gametitle; (2) the current game state; and (3) the player's credit/betinformation. From the first two of these items, all possible strategiesare determined by the system. This information, along with the game nameand state, is transmitted back to the augmented reality gamingassistance application on the mobile phone over the 3G connection.

In one embodiment, the augmented reality gaming assistance applicationmay present the information to the player in a number of ways, as shownin FIG. 25. In the example of FIG. 25, the theoretical best choice forthe player is presented for the game of Joker Poker, along withinformation concerning the possible outcomes to the game. Notably, theplayer is free to experiment on the assistance application of theplayer's smart phone, selecting and de-selecting potential cards tohold. During this process, the odds are presented below the cards, asthe cards are being updated to reflect the current scenario (e.g., aftereach selection/de-selection).

While the augmented reality gaming assistance application is clearlyuseful for beginner players, the application is also useful for moreexpert players by taking into account progressive jackpots which maycause strategy to vary depending upon the current progressive amount.Furthermore, the augmented reality gaming assistance applicationprovides additional benefits whenever variables are added to games, suchas a wild card, or when more complex odds are associated with theoutcome of a game.

In some embodiments of the gaming system having augmented reality gamingcapabilities 1100, once the game title is determined, other informationcan also be made available by the phone application. For example, linksto tutorials, discussion forums and social networking sites specific tothe game may be offered. Such tutorials may take into account thecurrent state of the game and offer context-sensitive help.

In other, more sophisticated, embodiments of the gaming system thatinclude augmented reality gaming capabilities 1100, the gaming processproceeds in the following manner. While the video poker examplepresented above provides the content on the player's smart phone relatedto the game, these above-described embodiments do not augment the outputof the gaming machine directly. However, in more sophisticatedembodiments of the gaming system that includes augmented reality gamingcapabilities 1100, an augmented display captures the output from thegaming machine via the camera in the phone, and overlays virtualgraphics on the smart phone's display that either (1) appear to be onthe gaming machine display when viewed via the mobile phone, or (2)augment the gaming machine display with elements that indicate points ofinterest on the gaming machine.

Referring now to FIG. 12, one embodiment of a gaming system havingaugmented reality gaming capabilities 1100 that illustrates how anaugmented feature may be deployed is shown. Firstly, a player associatesthe gaming machine being played with the phone he is holding. Thisassociation may be accomplished in a number of ways, two of which aredescribed below. In the first association technique, the gaming machinebegins displaying calibration marks at the corner of the LCD display, orin other unobtrusive positions, once the augmented session has begun. Anexample of these calibration marks is shown in FIG. 15. Continuing, asthe player holds the camera of the smart phone up in front of the gamingmachine, the application-controlled camera captures the image of thegaming machine, including the game LCD output. Since it is unlikely thatthe player will be holding the camera directly parallel to the LCD, theimage of the LCD will likely be slightly trapezoidal, as shown in FIG.16.

Referring now to FIG. 17, the object recognition system takes this imageand extracts the calibration marks. In some embodiments, the objectrecognition system uses a standard object recognition algorithm.Notably, this amount of computation is well within the real-timecapability of today's modern smart phone. If more advanced computationalprocessing is required for some reason, the object recognition algorithmmay be run by transmitting the image to the backend server, where theimage may be processed. This is not the preferred solution due to thetime taken to transmit the image would likely interfere with real-timeoverlay by producing significant lag. In a more preferred embodiment,once the calibration marks are decoded, the mobile phone applicationoverlays images at suitable points on the camera-derived image. Thetechniques for achieving this image overlay are described above withrespect to the gaming system having an augmented reality venue 300.

Referring now to FIG. 23, an example of potential context-sensitive helpbeing overlaid at the correct position on the camera image is shown. Insuch an embodiment of the gaming system having augmented reality gamingcapabilities 1100, a player is assigned a “lucky” symbol for a feature.In some embodiments, the determination of this symbol is based upon pastperformance by the player of this game, past performance of the machine,a hashing algorithm based upon the player's name or telephone number, orcombinations thereof. Continuing, when the player reaches the selectionstage of the feature, the player uses the augmented reality applicationon his smart phone to take a photo or video and receive the imageoverlay, as shown in FIG. 23.

Referring now to FIG. 15, an embodiment of a gaming system havingaugmented reality gaming capabilities 1100 is shown that includes “datamarks” in the captured image. These “data marks” may be displayed atsimilar locations to calibration marks, or ideally as in FIG. 15, theymay be embedded within a suitable graphic. In the embodiment shown inFIG. 15, the data marks are the Dragon's eyes. In one aspect of adisclosed embodiment, a data mark performs by temporally varying theintensity of the pixel(s) that compose it. From the player'sperspective, this varying of intensity appears as though the dragon'seyes are flickering. In contrast, an actual flicker typically requiresan encoded stream of data. A simple implementation uses a high intensitypixel to indicate a binary 1, and a low intensity pixel to indicate abinary 0. In some embodiments, multiple data marks are used to increasedata throughput.

By using calibration marks, the overall geometry of the game LCD isknown with respect to the camera image. From this geometry, the expectedposition of the data marks may be derived. In some embodiments, the datamarks are utilized as a one-way method of the game communicating withthe augmented reality gaming application. In this manner, the data marksmay be used for the following purposes: (1) The state of the game may beefficiently communicated (e.g., during free spins, the data marks maycause the phone to augment the display with extra graphical FX). (2) Thegame may provide “secret hints” to the player via their mobile phonewith regard to choices to make during a game. Such features may beconstructed such that the hints do not affect the overall hold overtime, or simply decrease the hold by a known amount. In one embodiment,players may be targeted who have a consistent record of betting larger.(3) Game play statistics may be encrypted and sent via the data mark andaugmented reality gaming application to a secure web service. Thesestatistics may be collected by the manufacturer as an alternative meansof collecting marketing data. Notably, in most embodiments, the phoneapplication does not affect the outcome or operation of the underlyinggame since the communication is only one way.

In another embodiment of the gaming system having augmented realitygaming capabilities 1100, particular data marks provide a means for agaming machine manufacturer to potentially track the deployment ofgames. Historically, there have been problems in some markets of gamesand machines being resold without the manufacturer's consent. This maypotentially result in copy-protection methods being breached. Throughthe implementation of the disclosed gaming system, a manufacturer maymake use of the location awareness of a modern smart phone, which thentransmits the location of the phone along with data from the data mark,which is capable of uniquely identifying the gaming machine. If thelocation of the gaming machine is found to be incorrect based upon salesrecords, corrective action may be taken.

As noted above, there are a number of methods for establishing anaugmented reality gaming session using an embodiment of the disclosedgaming system. As shown in FIG. 13, Bluetooth wireless technology may beused, by installing a Bluetooth radio in the gaming machine andleveraging the existing Bluetooth capabilities of a standard smartphone. In this manner, the selected gaming machine continuallybroadcasts to suitable Bluetooth devices using known Bluetooth discoveryprocesses. When a handshake is made, the gaming machine determines ifthe handshake is from the augmented reality gaming application or fromanother source. If the handshake is from another source, the gamingmachine sends a Bluetooth text message giving instructions on how todownload the augmented reality gaming application.

Referring now to FIG. 18, once the gaming system is in communicationwith the augmented reality gaming application, the game information andstate is sent to the application. This enables the augmented realitygaming application to display a menu such as shown in FIG. 19. In someembodiments, updated state information may be continually sent byBluetooth rather than by the use of data marks or OCR throughout thesession. This configuration provides the advantage of using Bluetooth.However, this benefit must be balanced against the potential downside ofthe communication being theoretically two-way, and thus, harder to beapproved by certain gaming regulators.

As described in FIG. 14, an alternative to Bluetooth may be implementedusing object recognition from a camera image. Specifically, in such anembodiment, the augmented reality gaming application which is loadedonto the player's smart phone, asks the user to take a photo of thegaming machine. Through the use of known object-recognition algorithms,the name of the game may be extracted. Further information may also beobtained by OCR analysis of the camera image. Specifically, thearrangement of symbols and the values of meters and other states areextracted from the camera image. Moreover, for marketing purposes, thisdata may be sent by the backend server or by the augmented realitygaming application via an SSL (secure socket layer) session to a securemanufacturer's web service.

Continuing in this embodiment, once the state of the game is known, anaugmented state may be presented to the player via the display screen ofthe smart phone. For example, in some embodiments where a player isgiven the choice of three boxes to open, an arrow may appear on themobile phone display pointing to the box that the player should favor.An example of an image capture from the process of FIG. 14 is shown inFIG. 18. In this embodiment, a player is playing a game called “BurgerRun.” Referring now to FIG. 19, a successful determination of the stateresults is shown in the content of the smart phone's display screen.

In this embodiment, the smart phone's display screen presents a numberof features to the player, including, by way of example only, GameRules, Games Like This, Progressive Info, Secret Strategy, and DownloadApp. The “Game Rules” feature includes a standard pay table, videosdemonstrating the features present in the game, and other generalinformation. Selecting the “Games Like This” feature presents a list ofgames that were similar to a previously-played game, based upondenomination, volatility, and/or other factors. The “Progressive Info”feature is described in further detail below. In some embodiments, the“Secret Strategy” feature refers a player to one or more socialnetworking sites where players may debate and propose strategies for thecurrent game. The “Secret Strategy” feature may also providecontext-sensitive help that is overlaid at the correct position on thecamera image as described above in FIG. 23, to give the player thefeeling that he may have an edge on the game. The “Secret Strategy”feature may also present time-limited bonuses that are currentlyavailable at this gaming machine (e.g., Power Winners promotions thatare currently near the location of the smart phone).

In another aspect of some embodiments, the “Download App” featureenables a player to download a “fun” version (i.e., non-gamblingversion) of the game onto their phone. Otherwise stated, in such anembodiment, the gaming system having augmented reality gamingcapabilities 1100 enables players to simply take a photo of games theywish to have on their smart phone, and have them automaticallydownloaded for continued future use.

Referring again to the “Progressive Info” feature, this feature isfurther illustrated in FIGS. 20-22. Specifically, FIG. 20 illustrates alogic flow diagram of a process to present progressive rating. In oneembodiment, FIG. 21 illustrates a smart phone in the process ofacquiring progressive information for progressive value decoding. Aswith video poker, the gaming system having augmented reality gamingcapabilities 1100 enables a player to take a photo of a progressivegame. Continuing, as shown in FIG. 22, the mobile phone application orthe backend server analyzes the current state of the meters to determinethe current favorability of playing the game. This analysis is done byusing the known meter positions within the captured LCD image (which maybe derived by looking up the meter positions for a particular game oncethe game title itself has been derived using the processes in FIG. 13 orFIG. 14).

In some embodiments, the images at the meter positions are passed to anOCR (Optical Character Recognition) algorithm to determine the currentprogressive values. These values are then checked for sanity (i.e., ifthe values read are out-of-range for what may be expected, there maylikely by either a problem with the image capture or with the installedprogressive game). The values are then compared against their associatedrange, and a rating is determined Otherwise stated, a progressive mayhave a range with a maximum expected value of $100, and a minimum of$90. If the current value read is $99.50, one would expect thisprogressive to be likely triggered comparatively soon. This result wouldalso cause a high rating to be given.

In another embodiment of the gaming system having augmented realitygaming capabilities 1100, if the progressive is open-ended and does nothave a maximum value, then the rating may be determined based upon thetheoretical hold of the game based upon its current progressive states.In this manner, higher progressive values lead to a higher theoreticalhold. In the case of multiple progressives, each rating may be shownindividually, or combined into either an average or maximum rating. Amaximum rating shows the rating of only the likeliest progressive tohit. Once determined, the rating is shown to the player, an example ofwhich is shown in FIG. 22. In such an embodiment, progressive games aregiven a rating equivalent to the widely known Homeland Security warningsystem. Like its security counterpart, the rating may be configured suchthat the “low” rating is never chosen.

Notably, the use of calibration marks or a Bluetooth for determining thegaming machine screen position and orientation in a captured image isnot necessary. In some embodiments of the gaming system having augmentedreality gaming capabilities 1100, the game title may be determined byOCR or object recognition. In this manner, the fixed geometry and smallset of possible images in a game may be used to quickly and accuratelydetermine which game is present. Once the game title is determined, theknown structure of the game display may be used in place of calibrationmarks. For example, in one embodiment, the game shown in FIG. 15 hastouch screen buttons in the lower corners marked “Cash Out” and “Spin,”which may be detected by object recognition and used as fixed points inthe same way that the calibration marks would be used. Finally, in stillanother embodiment, techniques disclosed with respect to augmentedreality gaming may be used as a way of augmenting a conventional stepperbased game in the way that LCD overlays have been used. In this manner,a complex winning line arrangement may be shown on the mobile phonescreen.

Some preferred implementations of the disclosed embodiments use (1) asmart phone for the client, (2) any suitable web server forcommunication with the smart phone and for the registration of players,and (3) OpenCV image analysis software. Additionally, some embodimentsprovide features that include, by way of example only: (1) new bonusconcepts, (2) quick, intuitive processes for players to obtain help,downloadable games, or other enhancements, (3) scale-ability from nointeraction with the game to full interaction with the game, (4)delivering content to augment a regulated game with a comparativelyunregulated mobile phone application, which cannot affect the regulatedgame, (5) leveraging existing technology, and (6) requiring no newinfrastructure. In other aspects, some embodiments provide: (1) the useof object recognition and OCR to deliver augmented content overlay of anexisting game, (2) the ability to overlay content based upon one-waycommunication from gaming machine (data marks), and (3) a unique methodof tracking potential license violations by casino users.

In another aspect of some embodiments, gaming systems are utilized thatinclude mobile gaming capabilities 2600. In such embodiments of thedisclosed gaming system, smart phones are utilized that include built inobject recognition technologies and OCR (Optical character recognition)techniques combined with location/orientation derivation to provideplayers in casinos with additional gaming options and opportunities. Inone embodiment of a gaming system that includes mobile gamingcapabilities 2600, the gaming system leverages the possession by playersof smart phones to enable the manufacturer to build profiles of playersand target valuable players for promotions of key products of themanufacturer.

Referring now to FIGS. 26-28, the overall arrangement of the modulesthat make up an embodiment of a gaming system having mobile gamingcapabilities 2600 is shown. In some embodiments of the gaming systemhaving augmented reality gaming capabilities 2600, the gaming processproceeds in the following manner. A player downloads the “iBonus”application from an Application Store (e.g., a gaming manufacturer'sapplication store, the Apple Application store, the Goggle ApplicationStore, or the like) onto their smart phone. The player uses the iBonusapplication to enroll in the iBonus system. The iBonus application thendisplays a list of targeted promotions.

In one embodiment, a promotion may be “Hit 3 Cash Spin symbols to win afree Cash Spin t-shirt.” The player then goes to the casino and playsCash Spin. Once the player meets the requirements of the promotion, suchas by hitting a combination that includes three Cash Spin symbols, theplayer takes out their phone, selects the iBonus application, and usesthe builtin camera (controlled by the iBonus application) to take aphoto of the game result. The iBonus Application securely transmits thephoto to a web service, where the photo is analyzed to confirm that theplayer has indeed met the terms of the promotion. Once confirmed, theplayer is awarded the bonus by mail or electronically.

Referring now to FIG. 29, an embodiment is shown that displays thegeneral arrangement of logical modules in the gaming system havingmobile gaming capabilities 2600. These modules include, by way ofexample only, and not by way of limitation: Player Value Tracking,Player Registration, Player Web Interface, Bonus Match, Bonus Award,Bonus Rule Creation, and Image Analysis.

Regarding the Player Value Tracking feature of the gaming system havingmobile gaming capabilities 2600, as players register, they are added toa database managed by the Player Value Tracking module. Initially, aplayer is assigned a zero value. Otherwise stated, the player will beoffered bonuses available to all other players in their demographic(such as location/jurisdiction or age). As players participate in thebonus system their value may go up based upon their average bet, andthus they may be offered higher value, more targeted bonuses. Theimportant difference between this module and a conventional playertracking system is that instead of each wager made by the playercontributing to the value, this system only tracks events captured bythe mobile phone application, which are generally bonus-qualifying wins.

Referring now to the Player Registration feature of the gaming systemhaving mobile gaming capabilities 2600, the player registration modulehandles the creation of new records for the Player Value Trackingsystem. Since fraud prevention is an important facet of the disclosedgaming system, the player registration module generally requires someidentification data to ensure that players do not register multipleaccounts. A simple way to achieve this is to use an online service suchas an online Application Store as a means of downloading the smart phoneapplication. After being downloaded, each application may beelectronically “fingerprinted” so as to be tied to one smart phoneaccount and/or smart phone, without requiring payment from the player.

Regarding the Player Web Interface feature of the gaming system havingmobile gaming capabilities 2600, the player web interface provides someother important functionality, in addition to providing a portal to thePlayer Registration module. Initially, the web interface providesgeneral advertising of the iBonus system and current promotions within.This advertising may also be accessed from the smart phone application.Furthermore, the web interface provides the ability to push updates tothe smart phone application. As an anti-hacking measure, the softwareand encryption keys on the smart phone are periodically updated toincrease the cost of reverse engineering the communication protocolbeyond the economic value of any bonuses fraudulently earned.

Referring now to the Bonus Match feature of the gaming system havingmobile gaming capabilities 2600, once an image or image set has beenanalyzed to determine the state of the gaming machine at capture time,the correct bonus to be awarded can be calculated. In this manner, theBonus Match module parses the list of possible bonuses to generate alist of matching bonuses. It is expected that each possible bonus recordwould include some or all of the following fields, including but notlimited to: Type of bonus, Game Identifier, Game qualifying conditions,Bet qualifying conditions, Geographic restrictions, Demographicrestrictions, Time restrictions, and Quantity.

In some embodiments of the gaming system having mobile gamingcapabilities 2600, the “Type Of Bonus” may be physical or virtual. Aphysical bonus may be an item such as a t-shirt or a prepaid debit card,while a virtual bonus may be loyalty points that can be redeemed forphysical items or funds. In another aspect of some embodiments, the“Game Identifier” is the name of the game being “bonused.” In stillanother aspect, the “Game Qualifying Conditions” are the symbols or gamestate that must be matched. For example, in one embodiment, the symbolqualifying condition is “4 or more scatter symbols,” and a game statemay be “a win above >$100.” In yet another aspect, the “Bet QualifyingConditions” are a bonus that may be restricted to a minimum denominationand/or other conditions such as a minimum number of lines played, or aminimum total bet.

Continuing, in some embodiments of the gaming system having mobilegaming capabilities 2600, the “Geographic Restrictions” file includessome combination of cell tower identifier, reverse DNS lookup, and GPSaddress to restrict the eligibility of some bonuses. In another aspectof some embodiments, the “Demographic Restrictions” file includes somebonuses that are available to players in certain demographic groups suchas age-ranges. In still another aspect, the “Time Restrictions” fieldincludes bonuses that may be only available at certain times of the weekor for a fixed length of time. Finally, in yet another aspect of oneembodiment, the “Quantity” field includes the ability to set a limit onthe number of redemptions before the bonus expires.

Desirably, the combining of these attributes enables a manufacturer togenerate some interesting promotion types. For example, in someembodiments, the manufacturer may choose to offer an “ad-hoc” tournamentto certain players. In such an embodiment, the players are sent amessage telling them, for example, that if the players play “Cash-Spin”from 7:30 PM to 11:30 PM on Independence Day, the first fifty players tohit the Cash Spin will be awarded an extra prize.

In another embodiment of the gaming system having mobile gamingcapabilities 2600, tournaments are formed by having bonus awardspredicated upon the highest wins by players participating over a periodof time. For example, in one embodiment, the manufacturer sends amessage to targeted players, informing the players that the highest winon a Blazing 7s game between 8:00 PM and 9:00 PM on Tuesday will win abonus of $1000. In such a scenario, each player participating duringthis time would be encouraged to take photos of significant wins, and atthe end of the period the player with the highest win submitted wouldwin the bonus. Notably, as shown in FIG. 30, the smart phone applicationmay also be used to enter the tournament. Next, updates would be pushedto all of the smart phones of the participating players every time theleader board changed, thus enabling the players to monitor theirpositions in the tournament rankings. At the completion of thetournament, any awards may be notified directly to players through thesmart phone application.

Referring now to FIG. 29, the Bonus Match Module interfaces with thePlayer Value Tracking module in that all data captured by the BonusMatch Module (e.g., the arrangement of symbols, denomination, currentcredits played) are passed to the Player Value Tracking module so that ahistory of interaction for each player may be generated. This data maybe used to compute an average bet for a player (and thus their value tocasinos) and also to determine the particular game types (e.g., 1c highvolatility) that a player prefers to play.

Referring now to the Bonus Award module of the gaming system havingmobile gaming capabilities 2600, this module performs the function ofdistributing awards to players. In one more basic embodiment, playersmay be awarded physical awards such as t-shirts or prepaid debit cards,which may be mailed out to the players. In another aspect of someembodiments, a loyalty points program is implemented that enablesplayers to accumulate points to be redeemed for larger awards.

Regarding the Bonus Rule Creation feature of the gaming system havingmobile gaming capabilities 2600, each bonus is constructed from a set ofrules such as those described above. In some embodiments, bonuses may becreated from these rules by using a GUI (graphical user interface).However, in other embodiments, Business Intelligence may be used totarget the players who would benefit from some bonuses. In one suchembodiment, if a manufacturer launches “Cash Spin 2,” the manufacturermay target players who had previously won a bonus playing “Cash Spin” asbeing eligible for a special bonus opportunity.

Referring now to the Image Analysis module of the gaming system havingmobile gaming capabilities 2600, the processes of this module are shownin FIG. 31. The image analysis module performs two major functions: (1)determination of the arrangement of symbols present in the photo takenby the player; and (2) detection of attempted fraud. In someembodiments, the first task that the image analysis module performs uponreceiving an image from the smart phone application is the extraction ofthe symbol matrix from the image. Standard image analysis techniques areutilized, such as the OpenCV software library. In one aspect of thisembodiment, the image analysis has copies of all of the candidate symbolimages that may be detected. From this library of images, thearrangement of symbols on screen may be determined Notably, in anotherembodiment, manual intervention may be used. In such an embodiment, aperson located at a manufacturer's office quickly analyzes a photo andenters the arrangement of symbols into the Image Analysis system.

In another aspect of the gaming system having mobile gaming capabilities2600, additional data may be sent from the smart phone to assist inautomatic image analysis. The smart phone location (i.e., “geotag”)information may be used to narrow down the number of possible gamesagainst which to compare. Such a location may be determined by variouscombinations of the phone's GPS position, IP address, and/or smart phonetower location.

Referring now to FIG. 32, one embodiment of the gaming system 2600 isshown that illustrates how a gaming machine screen image may beprocessed from a photo taken by a smart phone camera. Initially, thescreen image is extracted. Next, the screen image is transformed by areverse perspective (or keystone) transformation.

In some embodiments, to assist the keystone transformation of the image,the orientation of the smart phone is determined by reading the smartphone's accelerometer values at the instant the image is captured.Typically, the accelerometer values indicate orientation about the x, yand z axis. While rotation about the vertical (y) axis is only useful ifthe orientation of the gaming machine cabinet is known (which may bepossible if the location of the camera is known precisely enough),rotation about the x and z axis may be used to reduce the complexity ofthe transformation required, given that the orientation of the gamingmachine screen for a particular cabinet is a known constant about the xand z axis. In this manner, reducing the transformation to one axismakes determining the “best fit” relatively straightforward. Once theextent of the gaming machine screen is determined in the image, theangle of rotation of the top or bottom of the gaming machine screen fromthe horizontal is all that is needed to compute the reverse perspectivetransformation.

Furthermore, FIG. 32 also illustrates another feature of certainmanufacturer-specific games. In this feature, the symbols constituting awin flash are otherwise animated in the event of a win. To compensatefor the difficulty this may add to determining the arrangement ofsymbols, the following steps are taken. Initially, the Image Analysismodule has access to every frame of animation of each animated symbol.In this manner, each frame is used to compare against candidatesub-images. Next, the smart phone application takes multiple photos whenthe player presses the “Take Picture” (or similar) button. These photosare spaced in time such that at least a half a cycle of the known symbolflash time (approximately ten frames or one-third of a second) elapsesbetween consecutive captures. In the event that the symbol matrix cannotbe determined from the first image captured, the second and subsequentcaptures are used to fill in any blanks. In another aspect, multipleimage capture is also used as part of the fraud detection strategydescribed below.

Referring again to FIG. 31, the image captured is analyzed to determinethe state of the game with respect to the current denomination beingplayed, current play line configuration, amount bet, and creditsavailable. These values are preferably determined by the use of knownOCR (Optical Character Recognition) techniques in conjunction withtemplates available to the Image Analysis module. The Image Analysismodule describes where on the primary gaming machine LCD screen themeter values may be expected to be located. Notably, in anotherembodiment, manual intervention may be used. In such an embodiment,these values are extracted for the purpose of ensuring that bonusconditions may be met, to help prevent fraud (as described in furtherdetail below), and for passing to the Player Value Tracking system.

In the embodiment shown in FIG. 32, since the game is known to haveprogressive meters displayed on the screen, these meters are alsoextracted. Once the symbol matrix and meter values have been determined,they are passed (along with any geographic identification) to the BonusMatch module. If no bonus condition has been met, the player is informedaccordingly. In the event that the symbol matrix was not capturedcorrectly, this gives the player another chance to take a photo.

In another aspect of the gaming system having mobile gaming capabilities2600, if a bonus condition has been met, the image(s) is furtheranalyzed for the purposes of player value tracking and fraud detection.Typically, the first task of the fraud detection method is the analysisof the symbol matrix to ensure that the matrix is valid. Onenon-limiting embodiment is illustrated by the following result:

Reel 1 Reel 2 Reel 3 Reel 4 Reel 5 Line 2 KING KING KING KING ACE Line 1NINE SEVEN QUEEN KING JACK Line 3 ACE NINE KING SEVEN JACK

In this non-limiting exemplary embodiment, a player is eligible for abonus if the player has four Kings in a line. However, the player isonly awarded the bonus in this scenario if they have elected to play atleast two lines. Furthermore, the following checks are performed toprevent a hacker trying to subvert the process.

In the first hacker prevention step, each of the reel segments iscompared against every legal reel strip for this particular game toensure that they are possible. For example, if there is no known reelstrip for reel 4 that contains a sequence of “KING KING SEVEN,” thenthis configuration may be identified as illegal. Accordingly, asuspicious notification may be generated. In another aspect, games mayhave different reel strips in different jurisdictions, which inconjunction with the known geographic position of the smart phone may beused to limit the possible legal strips. If the reel segments are foundto be valid, the game configuration (in terms of hold) may also bedetermined to be valid. As such, the game configuration may be passed asdata to the Player Value Tracking module for later business intelligencemethods, with respect to the evaluation of the success of differentholds for games.

In the second hacker prevention step, the winning amount won by theplayer as represented on the screen and extracted above (along with theassociated bet value) is validated against the known pay table to ensurethe winning amount has not been faked. Continuing, in the next hackerprevention step, the progressive meters, if present, are comparedagainst the known legal ranges. In the case of wide-area-progressives,where the values of the progressives are known for a given time, thetime stamp of the image is used to determine the expected progressivevalues. If the progressive meter values are not within a small range ofthese expected values, the bonus may be flagged as suspicious.

Finally, in yet another hacker prevention step relating to a scenario inwhich multiple image captures are taken, each image is analyzed in turnto ensure that it is consistent with a correct set of animations for thegame result. For example, if it is expected that a winning symbol wouldflash at a certain rate, the bonus can be flagged as suspicious if thisflash is not present in the image and/or the sequence is not captured atthe correct rate.

If an image passes all of these above-described hacker preventionchecks, the system will likely conclude that an image has been taken offa legal bonus. A further set of checks are also performed, however, toguard against “replay attacks.” A replay attack occurs when anunscrupulous person takes multiple photos of the bonus triggering gameresult and submits the photos as multiple entries, thereby attempting toearn multiple awards.

In some embodiments, the gaming system 2600 guards against replay attackby comparing the following data obtained from the image against otherbonus redemptions for the same game. Such data includes: the arrangementof the symbol matrix, the values of the credit, denomination, bet andwin meters, and progressive meters, and the time and geographic locationof the bonus being submitted. Regarding the arrangement of the symbolmatrix, the odds of two persons hitting the same exact arrangement ofpaying and non-paying symbols is actually quite high (i.e., in thehundreds of thousands, if not millions to one) for most reasonably highpaying game outcomes. With respect to the values of the credit,denomination, bet and win meters, and progressive meters (if present),it is highly unlikely that two bonus winners would have identical valuesfor all of these. Lastly, regarding the time and geographic location ofthe bonus being submitted, it is highly unlikely that the same winningresult would be achieved at the same place and close to the same time.When taken in combination, it is mathematically clear that if two bonusimages are submitted that match all of the above, it is likely thatfraudulent behavior is the cause of such a result. Once an award attemptpasses these hacker prevention checks, the Bonus Award module issignaled to award the bonus, and the smart phone application is signaledto inform the player that the award has been earned.

As described above, various strategies may be performed to prevent“replay attacks” against the gaming system 2600 in which a number ofidentical submissions are made by one or more players at a similar time.In this type of fraud, when a player wins, in addition to the winningplayer submitting their photo, one or more other people around thewinning player also take photos of the screen in an attempt to try andalso get the prize. Normally, only the first submission of a group ofidentical game results is awarded the prize, with the subsequentsubmissions being denied.

In another fraud-attempt scenario, a player wins a prize on a gamingmachine, but before the winning player has a chance to get their phoneout, another person behind the winning player (or at an adjacent gamingmachine) takes a photo of the winning game screen and submits the photo.To prevent this type of fraud, in a case where multiple submissions arereceived by the gaming system 2600, if the first submission is taken ata much further distance, or at a significantly more acute angle (asmeasured by the perspective distortion of the captured image of thereels) to a second submission then the later submission is determined tobe the valid one. This analysis may be performed either automatically,or more preferably, with human interaction.

Referring now to the smart phone application of the gaming system havingmobile gaming capabilities 2600, the smart phone application iscomprised of a number of smaller modules. In some embodiments, the smartphone application has a user interface that interfaces with the PlayerWeb Interface module. This enables the smart phone application toprovide periodic updates with new offers which may be targeted to theplayer.

In another aspect, the application also includes an image capturemodule. The image capture module is activated by the player upon thempressing the “Take Picture” button for a particular offer. In someembodiments, the image capture module controls the in-built camera onthe smart phone and displays a copy of the current camera captured imageon the phone's display, much like a conventional camera application.Additionally, a button is also presented to the player to be pressedwhen the display of the gaming machine is roughly centered in the cameraview. In another embodiment, no button is used, and image analysisalgorithms built into the capture module detect the presence of gamesymbols in the camera view and immediately begin capturing images. Thepresence of game meters (read by OCR) or a physical barcode sticker maybe used to automatically begin capturing images.

In some preferred implementations of the gaming system having mobilegaming capabilities 2600, the image capture module reads the values ofthe accelerometers from the phone and does not capture images unless thephone is relatively stable (i.e., only small amounts of accelerationdetected). This assists the player in making a good image capture in thelow (in-door) light of a casino. In some embodiments, the auto-focusalgorithms of the phone's camera only allow photos to be taken that aresharp. Additionally, as each image is taken it may be analyzed using boxfilters and Fourier transforms to detect the overall sharpness of theimage. The application may also take multiple image captures until animage is taken that is suitably sharp and contains recognizable data(such as meter values) in acceptable areas of the image.

In one embodiment of the gaming system having mobile gaming capabilities2600, when a player wishes to submit a result, the player activates thecapture function. After activation, the player starts to receive a livefeed of the images being received by the phone's camera on the phone'sdisplay, which allows the player to see what they are about to capture.For example, as shown in FIG. 32A, a live camera image of a gamingmachine screen is displayed. Referring next to FIG. 32B, alignment boxesmay be seen that are used by the player to overlay onto the live cameraimage. FIG. 32C shows the alignment boxes overlaid onto the live cameraimage that was displayed in FIG. 32A in the manner of a heads updisplay.

One purpose of the alignment boxes is to make it very easy for a playerto know how to align his camera. Another purpose of the alignment boxesis to ensure that other data (such as meter values) will also becaptured for hacker detection or player tracking purposes. In thismanner, the alignment boxes are sized dependent upon the individual gameand are small enough to ensure the data around the reels is alsocaptured. Notably, the “three alignment box” example shown in FIGS.32A-32C is a single non-limiting example. In other embodiments, onelarge box encompassing all three reels may be used. In still anotherembodiment, a cross hair graphic may be utilized that is aligned withthe center of the middle reel.

In another aspect of the gaming system, the Image Encoder module in thesmart phone application encodes the image for transmission to the ImageAnalysis Module. Since the link between the Image Analysis module andthe mobile phone is over a public data network such as the internet (insome embodiments), it is important that all communication is encrypted.Furthermore, public key encryption may be used, with server applicationsonly permitting the connection from phones that can prove to beauthorized to participate in the bonus system by means of a digitalsignature. To prevent hacking, it is preferred that the smart phoneapplication platform be relatively secure, with the application onlybeing distributed through authorized channels such as the smart phonemanufacturer's Application store or the gaming machines manufacturer'swebsite. In some embodiments of the gaming system, encryption keys andmethods are periodically updated to make it more difficult for a hackerto insert their own images into the system. Along with the frauddetection methods disclosed above, these hacker prevention modules areconfigured to make the risk of significant loss very low.

An alternative for players who do not have access to a smart phone isthat casinos or bars may be supplied with phones capable of running themobile phone application. In the event of a qualifying win, the playercalls for assistance and has an attendant or bartender perform the photoverification process.

In some embodiments of the disclosed gaming system, players may usetheir smart phone to take a photo of the machine and obtain access tothe following capabilities: (a) Tournament across venues (e.g., eachplayer signs in, time limited, and the like); (b) take a photo of a game(or barcode) to download a mobile application version of the game; (c)obtain a free copy of the mobile game for winning some trivial amount(which ensures players play a game a minimum amount of time); and (d)take a photo of a game to see what gaming machine manufacturer offersare available.

Some preferred implementations of the disclosed embodiments use (1) asmart phone for the client, (2) any suitable web server forcommunication with the smart phone and registration of players, and (3)OpenCV image analysis software. Additionally, some embodiments providefeatures that include, by way of example only: (1) alternative playertracking, bonusing, and a marketing method for gaming manufacturers, (2)the capabilities to work with existing games without requiring anymodification, and (3) leveraging existing smart mobile phoneinfrastructure. In other aspects, some embodiments provide: (1)detection of a win by image analysis, without any access to game code;(2) detection of fraudulent entries by analysis of symbols displayed,meters on the screen, location and time of image taken; (3) capture ofmultiple images to prevent fraud and also more accurately detect wins;(4) alternative method of determining player value (e.g., using winamounts instead of using coin in); (5) enabling the addition of ad-hoctournaments to existing games; and (6) enabling the targeted marketingof new games for valuable players.

In accordance with one or more embodiments, FIGS. 33 and 34 illustrate agaming machine 400 including cabinet housing 420, primary game display440 upon which a primary game and feature game may be displayed, top box450 which may display multiple progressives that may be won during playof the primary or feature game, player-activated buttons 460, playertracking panel 436, bill/voucher acceptor 480, and one or more speakers490. Cabinet housing 420 is a self-standing unit that is generallyrectangular in shape and may be manufactured with reinforced steel orother rigid materials which are resistant to tampering and vandalism.Cabinet housing 420 houses a processor, circuitry, and software (notshown) for receiving signals from the player-activated buttons 460,operating the games, and transmitting signals to the respective displaysand speakers. Any shaped cabinet may be implemented with any embodimentof gaming machine 400 so long as it provides access to a player forplaying a game. For example, cabinet 420 may comprise a slant-top,bar-top, or table-top style cabinet. The operation of gaming machine 400is described more fully below.

In another aspect of one embodiment, the plurality of player-activatedbuttons 460 may be used for various functions such as, but not limitedto, selecting a wager denomination, selecting a game to be played,selecting a wager amount per game, initiating a game, or cashing outmoney from gaming machine 400. The Buttons 460 functions to inputmechanisms and may include mechanical buttons, electromechanical buttonsor touch screen buttons. Optionally, a handle 485 may be rotated by aplayer to initiate a game.

In other embodiments, buttons 460 may be replaced with various otherinput mechanisms known in the art such as, but not limited to, a touchscreen system, touch pad, track ball, mouse, switches, toggle switches,or other input means used to accept player input. For example, one inputmeans is a universal button module as disclosed in U.S. application Ser.No. 11/106,212, entitled “Universal Button Module,” filed on Apr. 14,2005, which is hereby incorporated in its entirety by reference.Generally, the universal button module provides a dynamic button systemadaptable for use with various games and capable of adjusting to gamingsystems having frequent game changes. More particularly, the universalbutton module may be used in connection with playing a game on a gamingmachine and may be used for such functions as selecting the number ofcredits to bet per hand. In other embodiments, a virtual button deck maybe used to provide similar capabilities. An example of a virtual buttondeck is disclosed in U.S. application Ser. No. 11/938,203, entitled,“Game Related Systems, Methods, and Articles That Combine Virtual andPhysical Elements,” filed on Nov. 9, 2007, which is hereby incorporatedin its entirety by reference.

Cabinet housing 420 may optionally include top box 450 which contains“top glass” 452 comprising advertising or payout information related tothe game or games available on gaming machine 400. Player tracking panel436 includes player tracking card reader 434 and player tracking display432. Voucher printer 430 may be integrated into player tracking panel436 or installed elsewhere in cabinet housing 420 or top box 450.

Game display 440 presents a game of chance wherein a player receives oneor more outcomes from a set of potential outcomes. For example, one suchgame of chance is a video slot machine game. In other aspects of theembodiment, gaming machine 400 may present a video or mechanical reelslot machine, a video keno game, a lottery game, a bingo game, a ClassII bingo game, a roulette game, a craps game, a blackjack game, amechanical or video representation of a primary wheel game or the like.

Mechanical or video/mechanical embodiments may include game displayssuch as mechanical reels, wheels, or dice as required to present thegame to the player. In video/mechanical or pure video embodiments, gamedisplay 440 is typically a CRT or a flat-panel display in the form of,but not limited to, liquid crystal, plasma, electroluminescent, vacuumfluorescent, field emission, or any other type of panel display known ordeveloped in the art. Game display 440 may be mounted in either a“portrait” or “landscape” orientation and be of standard or “widescreen”dimensions (i.e., a ratio of one dimension to another of at least 16×9).For example, a widescreen display may be 32 inches wide by 18 inchestall. A widescreen display in a “portrait” orientation may be 32 inchestall by 18 inches wide. FIG. 34 illustrates an example of a portraitmode game display 440 having widescreen dimensions in accordance withone embodiment. Additionally, game display 440 preferably includes atouch screen or touch glass system (not shown) and presents playerinterfaces such as, but not limited to, credit meter (not shown), winmeter (not shown) and touch screen buttons (not shown). An example of atouch glass system is disclosed in U.S. Pat. No. 6,942,571, entitled“Gaming Device with Direction and Speed Control of Mechanical ReelsUsing Touch Screen,” which is hereby incorporated by reference.Furthermore, as described above, game display 440 may includetransparent portions which cover and may interact with displays onmechanical reels, as described in U.S. application Ser. No. 12/113,112,entitled, “Mechanical Reels With Interactive Display,” filed on Apr. 30,2008, which is hereby incorporated in its entirety by reference.

Game display 440 may also present information such as, but not limitedto, player information, advertisements and casino promotions, graphicdisplays, news and sports updates, or may even offer an alternate game.This information may be generated through a host computer networked withgaming machine 400 on its own initiative, or it may be obtained byrequest of the player using either (1) one or more of the plurality ofplayer-activated buttons 460; (2) the game display itself, if gamedisplay 440 comprises a touch screen or similar technology; (3) buttons(not shown) mounted on game display 440 which may permit selections suchas those found on an ATM machine, where legends on the screen areassociated with respective selecting buttons; or (4) any player inputdevice that offers the required functionality.

Cabinet housing 420 incorporates a single game display 440. However, inalternate embodiments, cabinet housing 420 or top box 450 may house oneor more additional displays 453 or components used for various purposesincluding additional game play screens, animated “top glass,”progressive meters or mechanical or electromechanical devices (notshown) such as, but not limited to, wheels, pointers or reels. Theadditional displays may or may not include a touch screen or touch glasssystem.

Referring to FIGS. 35A and 35B, electronic gaming machine 501 is shownin accordance with one or more embodiments. Electronic gaming machine501 includes base game integrated circuit board 503 (EGM ProcessorBoard) connected through serial bus line 505 to game monitoring unit(GMU) 507 (such as a Bally MC300 or ACSC NT), and player interfaceintegrated circuit board (PIB) 509 connected to player interface devices511 over bus lines 513, 515, 517, 519, 521, 523. Printer 525 isconnected to PIB 509 and GMU 507 over bus lines 527, 529. EGM ProcessorBoard 503, PIB 509, and GMU 507 connect to Ethernet switch 531 over buslines 533, 535, 537. Ethernet switch 531 connects to a slot managementsystem (SMS) and a casino management system (CMS) network over bus line539. GMU 507 also may connect to the SMS and CMS network over bus line541. Speakers 543 connect through audio mixer 545 and bus lines 547, 549to EGM Processor Board 503 and PIB 509. The proximity and biometricdevices and circuitry may be installed by upgrading a commerciallyavailable PIB 509, such as a Bally iVIEW unit. Coding executed on EGMProcessor Board 503, PID 509, and/or GMU 507 may be upgraded tointegrate a game having an interactive wheel game as is more fullydescribed herein.

Peripherals 551 connect through bus 553 to EGM Processor Board 503. Forexample, a bill/ticket acceptor is typically connected to a gameinput-output board 553 which is, in turn, connected to a conventionalcentral processing unit (“CPU”) board 503, such as an Intel Pentiummicroprocessor mounted on a gaming motherboard. I/O board 553 may beconnected to CPU processor board 503 by a serial connection such asRS-232 or USB or may be attached to the processor by a bus such as, butnot limited to, an ISA bus. The gaming motherboard may be mounted withother conventional components, such as are found on conventionalpersonal computer motherboards, and loaded with a game program which mayinclude a gaming machine operating system (OS), such as a Bally AlphaOS. Processor board 503 executes a game program that causes processorboard 503 to play a game. In one embodiment, the game program provides aslot machine game having an interactive wheel feature game. The variouscomponents and included devices may be installed with conventionallyand/or commercially available components, devices, and circuitry into aconventionally and/or commercially available gaming machine cabinet,examples of which are described above.

When a player has inserted a form of currency such as, for example andwithout limitation, paper currency, coins or tokens, cashless tickets orvouchers, electronic funds transfers or the like into the currencyacceptor, a signal is sent by way of I/O board 553 to processor board503 which, in turn, assigns an appropriate number of credits for play inaccordance with the game program. The player may further control theoperation of the gaming machine by way of other peripherals 551, forexample, to select the amount to wager via electromechanical or touchscreen buttons. The game starts in response to the player operating astart mechanism such as a handle or touch screen icon.

The game program includes a random number generator to provide a displayof randomly selected indicia on one or more displays. In someembodiments, the random number generator may be physically separate fromgaming machine 400. For example, it may be part of a centraldetermination host system which provides random game outcomes to thegame program. Thereafter, the player may or may not interact with thegame through electromechanical or touch screen buttons to change thedisplayed indicia. Finally, processor board 503 under control of thegame program and OS compares the final display of indicia to a paytable. The set of possible game outcomes may include a subset ofoutcomes related to the triggering of a feature game. In the event thedisplayed outcome is a member of this subset, processor board 503, undercontrol of the game program and by way of I/O Board 553, may causefeature game play to be presented on a feature display.

Predetermined payout amounts for certain outcomes, including featuregame outcomes, are stored as part of the game program. Such payoutamounts are, in response to instructions from processor board 503,provided to the player in the form of coins, credits or currency via I/Oboard 553 and a pay mechanism, which may be one or more of a creditmeter, a coin hopper, a voucher printer, an electronic funds transferprotocol or any other payout means known or developed in the art.

In various embodiments, the game program is stored in a memory device(not shown) connected to or mounted on the gaming motherboard. By way ofexample, but not by limitation, such memory devices include externalmemory devices, hard drives, CD-ROMs, DVDs, and flash memory cards. Inan alternative embodiment, the game programs are stored in a remotestorage device. In one embodiment, the remote storage device is housedin a remote server. The gaming machine may access the remote storagedevice via a network connection, including but not limited to, a localarea network connection, a TCP/IP connection, a wireless connection, orany other means for operatively networking components together.Optionally, other data including graphics, sound files and other mediadata for use with the EGM are stored in the same or a separate memorydevice (not shown). Some or all of the game program and its associateddata may be loaded from one memory device into another, for example,from flash memory to random access memory (RAM).

In one or more embodiments, peripherals may be connected to the systemover Ethernet connections directly to the appropriate server or tied tothe system controller inside the EGM using USB, serial or Ethernetconnections. Each of the respective devices may have upgrades to theirfirmware utilizing these connections.

GMU 507 includes an integrated circuit board, a GMU processor, andmemory including coding for network communications, such as the G2S(game-to-system) protocol from the Gaming Standards Association, LasVegas, Nev., used for system communications over the network. As shown,GMU 507 may connect to card reader 555 through bus 557 and may therebyobtain player card information and transmit the information over thenetwork through bus 541. Gaming activity information may be transferredby the EGM Processor Board 503 to GMU 507 where the information may betranslated into a network protocol, such as S2S, for transmission to aserver, such as a player tracking server, where information about aplayer's playing activity may be stored in a designated server database.

PID 509 includes an integrated circuit board, PID processor, and memorywhich includes an operating system, such as Windows CE, a playerinterface program which may be executable by the PID processor togetherwith various input/output (I/O) drivers for respective devices whichconnect to PID 509, such as player interface devices 511, and which mayfurther include various games or game components playable on PID 509 orplayable on a connected network server and PID 509, which is operable asthe player interface. PID 509 connects to card reader 555 through bus523, display 559 through video decoder 561 and bus 521, such as an LVDSor VGA bus.

As part of its programming, the PID processor executes coding to drivedisplay 559 and provides messages and information to a player. Touchscreen circuitry interactively connects display 559 and video decoder561 to PID 509, such that a player may input information and cause theinformation to be transmitted to PID 509 either on the player'sinitiative or responsive to a query by PID 509. Additionally, soft keys565 connects through bus 517 to PID 509 and operates together withdisplay 559 to provide information or queries to a player and receiveresponses or queries from the player. PID 509, in turn, communicatesover the CMS/SMS network through Ethernet switch 531 and busses 535, 539and with respective servers, such as a player tracking server.

Player interface devices 511 are linked into the virtual private networkof the system components in gaming machine 501. The system componentsinclude the iVIEW processing board and game monitoring unit (GMU)processing board. These system components may connect over a network tothe slot management system (such as a commercially-available BallySDS/SMS) and/or casino management system (such as acommercially-available Bally CMP/CMS).

The GMU system component has a connection to the base game through aserial SAS connection and is connected to various servers using, forexample, HTTPs over Ethernet. Through this connection, firmware, media,operating system software, or gaming machine configurations can bedownloaded to the system components from the servers. This data isauthenticated prior to installation on the system components.

The system components include the iVIEW processing board and gamemonitoring unit (GMU) processing board. The GMU and iVIEW can becombined into one like the commercially available Bally G™ iVIEW device.This device may have a video mixing technology to mix the EGMprocessor's video signals with the iVIEW display onto the top boxmonitor or any monitor on the gaming device.

In accordance with one or more embodiments, FIG. 36 is a functionalblock diagram of a gaming kernel 600 of a game program under control ofprocessor board 503, using gaming kernel 600 by calling it intoapplication programming interface (API) 602, which is part of gamemanager 603. The components of game kernel 600, as shown in FIG. 36, areonly illustrative and should not be considered limiting. For example,the number of managers may be changed, additional managers may be addedor some managers may be removed without deviating from the scope andspirit of the disclosed system.

As shown in the example, there are three layers: a hardware layer 605;an operating system layer 610, such as, but not limited to, Linux; and agame kernel layer 600 having game manager 603 therein. In one or moreembodiments, the use of a standard operating system 610, such aUNIX-based or Windows-based operating system, allows game developersinterfacing to the gaming kernel to use any of a number of standarddevelopment tools and environments available for the operating systems.This is in contrast to the use of proprietary, low-level interfaceswhich may require significant time and engineering investments for eachgame upgrade, hardware upgrade, or feature upgrade. The game kernellayer 600 executes at the user level of the operating system 610, anditself contains a major component called the I/O Board Server 615. Toproperly set the bounds of game application software (making integritychecking easier), all game applications interact with gaming kernel 600using a single API 602 in game manager 603. This enables gameapplications to make use of a well-defined, consistent interface, aswell as making access points to gaming kernel 600 controlled, whereoverall access is controlled using separate processes.

For example, game manager 603 parses an incoming command stream and,when a command dealing with I/O comes in (arrow 604), the command issent to an applicable library routine 612. Library routine 612 decideswhat it needs from a device, and sends commands to I/O Board Server 615(see arrow 608). A few specific drivers remain in operating system 610'skernel, shown as those below line 606. These are built-in, primitive, orprivileged drivers that are (i) general, (ii) kept to a minimum, and(iii) easier to leave than extract. In such cases, the low-levelcommunications is handled within operating system 610, and the contentsis passed to library routines 612.

Thus, in a few cases, library routines may interact with drivers insideoperating system 610, which is why arrow 608 is shown as having threedirections (between library utilities 612 and I/O Board Server 615, orbetween library utilities 612 and certain drivers in operating system610). No matter which path is taken, the logic needed to work with eachdevice is coded into modules in the user layer of the diagram. Operatingsystem 610 is kept as simple, stripped down, and common across as manyhardware platforms as possible. The library utilities and user-leveldrivers change as dictated by the game cabinet or game machine in whichit will run. Thus, each game cabinet or game machine may have anindustry standard processor board 505 connected to a unique, relativelydumb, and as inexpensive as possible I/O adapter board 540, plus agaming kernel 600 which will have the game-machine-unique libraryroutines and I/O Board Server 615 components needed to enable gameapplications to interact with the gaming machine cabinet. Note thatthese differences are invisible to the game application software withthe exception of certain functional differences (i.e., if a gamingcabinet has stereo sound, the game application will be able to make useof API 602 to use the capability over that of a cabinet havingtraditional monaural sound).

Game manager 603 provides an interface into game kernel 600, providingconsistent, predictable, and backwards-compatible calling methods,syntax, and capabilities by way of game application API 602. Thisenables the game developer to be free of dealing directly with thehardware, including the freedom to not have to deal with low-leveldrivers as well as the freedom to not have to program lower-levelmanagers 630, although lower-level managers 630 may be accessiblethrough game manager 603's interface 602 if a programmer has the need.In addition to the freedom derived from not having to deal with thehardware level drivers and the freedom of having consistent, callable,object-oriented interfaces to software managers of those components(drivers), game manager 603 provides access to a set of upper levelmanagers 620 also having the advantages of consistent callable,object-oriented interfaces, and further providing the types and kinds ofbase functionality required in casino-type games. Game manager 603,providing all the advantages of its consistent and richly functionalinterface 602 as supported by the rest of game kernel 600, thus providesa game developer with a multitude of advantages.

Game manager 603 may have several objects within itself, including aninitialization object (not shown). The initialization object performsthe initialization of the entire game machine, including other objects,after game manager 603 has started its internal objects and servers inappropriate order. In order to carry out this function, the kernel'sconfiguration manager 621 is among the first objects to be started. Theconfiguration manager 621 has the data needed to initialize andcorrectly configure other objects or servers.

The upper level managers 620 of game kernel 600 may include game eventlog manager 622 which provides, at the least, a logging or logger baseclass, enabling other logging objects to be derived from this baseobject. The logger object is a generic logger. Otherwise stated, thelogger object is not aware of the contents of logged messages andevents. The log manager's (622) job is to log events in non-volatileevent log space. The size of the space may be fixed, although the sizeof the logged event is typically not. When the event space or log spacefills up, one embodiment deletes the oldest logged event (each loggedevent has a time/date stamp, as well as other needed information such aslength), providing space to record the new event. In this embodiment,the most recent events are found in the log space, regardless of theirrelative importance. Further provided is the capability to read thestored logs for event review.

In accordance with one embodiment, meter manager 623 manages the variousmeters embodied in the game kernel 600. This includes the accountinginformation for the game machine and game play. There are hard meters(counters) and soft meters. The soft meters may be stored innon-volatile storage such as non-volatile battery-backed RAM to preventloss. Further, a backup copy of the soft meters may be stored in aseparate non-volatile storage such as EEPROM. In one embodiment, metermanager 623 receives its initialization data for the meters, duringstartup, from configuration manager 621. While running, the cash-in(624) and cash-out (625) managers call the meter manager's (623) updatefunctions to update the meters. Meter manager 623 will, on occasion,create backup copies of the soft meters by storing the soft meters'readings in EEPROM. This is accomplished by calling and using EEPROMmanager 631.

In accordance with still other embodiments, progressive manager 626manages progressive games playable from the game machine. Event manager627 is generic, like log manager 622, and is used to manage variousgaming machine events. Focus manager 628 correlates which process hascontrol of various focus items. Tilt manager 632 is an object thatreceives a list of errors (if any) from configuration manager 621 atinitialization, and during game play from processes, managers, drivers,and the like, that may generate errors. A random number generatormanager 629 is provided to allow easy programming access to a randomnumber generator (RNG), as an (RNG) is required in virtually allcasino-style (gambling) games. The RNG manager 629 includes thecapability of using multiple seeds.

In accordance with one or more embodiments, a credit manager object (notshown) manages the current state of credits (cash value or cashequivalent) in the game machine, including any available winnings, andfurther provides denomination conversion services. Cash out manager 625has the responsibility of configuring and managing monetary outputdevices. During initialization, cash out manager 625, using data fromconfiguration manager 621, sets the cash-out devices correctly andselects any selectable cash-out denominations. During play, a gameapplication may post a cash-out event through the event manager 627 (thesame way all events are handled), and using a callback posted bycash-out manager 625, and cash-out manager 625 is informed of the event.Cash-out manager 625 updates the credit object, updates its state innon-volatile memory, and sends an appropriate control message to thedevice manager that corresponds to the dispensing device. As the devicedispenses dispensable media, there typically are event messages beingsent back and forth between the device and cash-out manager 625 untilthe dispensing finishes. After the dispensing finishes, the cash-outmanager 625, having updated the credit manager and any other game state(such as some associated with meter manager 623) that needs to beupdated for this set of actions, sends a cash out completion event toevent manager 627 and to the game application thereby. The cash inmanager 624 functions similarly to cash out manager 625, addressingrequirements for controlling, interfacing, and managing actionsassociated with cashing in events, cash in devices, and associatedmeters and crediting.

In a further example, in accordance with one or more embodiments, I/Oserver 615 may write data to the gaming machine EEPROM memory, which islocated in the gaming machine cabinet and holds meter storage that mustbe kept even in the event of power failure. Game manager 603 calls theI/O library functions to write data to the EEPROM. The I/O server 615receives the request and starts a low priority EEPROM thread 616 withinI/O server 615 to write the data. This thread uses a sequence of an8-bit command, and data writes to the EEPROM device to write theappropriate data in the proper location within the device. Any errorsdetected are sent as IPC messages to game manager 603. Preferably, allof this processing is asynchronously performed.

In accordance with one embodiment, button module 617 within I/O server615, polls (or is sent) the state of buttons every two milliseconds.These inputs are debounced by keeping a history of input samples.Certain sequences of samples are required to detect a button waspressed, in which case the I/O server 615 sends an inter-processcommunication event to game manager 603 that a button was pressed orreleased. In some embodiments, the gaming machine may have intelligentlydistributed I/O which debounces the buttons, in which case button module617 may be able to communicate with the remote intelligent buttonprocessor to retrieve the button events and simply relay them to gamemanager 603 via IPC messages. In still another embodiment, the I/Olibrary may be used for pay-out requests from the game application. Forexample, hopper module 618 must start the hopper motor, constantlymonitoring the coin sensing lines of the hopper, debounce them, and sendan IPC message to the game manager 603 when each coin is paid.

Further details, including disclosure of lower level fault handlingand/or processing, are included in U.S. Pat. No. 7,351,151 entitled“Gaming Board Set and Gaming Kernel for Game Cabinets” and provisionalU.S. patent application No. 60/313,743, entitled “Form Fitting UpgradeBoard Set For Existing Game Cabinets,” filed Aug. 20, 2001; said patentand provisional application are both fully incorporated herein byexplicit reference.

Referring to FIGS. 37A and 37B, enterprise gaming system 701 is shown inaccordance with one or more embodiments. Enterprise gaming system 701may include one casino or multiple locations and generally includes anetwork of gaming machines 703, floor management system (SMS) 705, andcasino management system (CMS) 707. SMS 705 may include load balancer711, network services servers 713, player interface (iVIEW) contentservers 715, certificate services server 717, floor radio dispatchreceiver/transmitters (RDC) 719, floor transaction servers 721 and gameengines 723, each of which may connect over network bus 725 to gamingmachines 703. CMS 707 may include location tracking server 731, WRGRTCEM server 733, data warehouse server 735, player tracking server 737,biometric server 739, analysis services server 741, third partyinterface server 743, slot accounting server 745, floor accountingserver 747, progressives server 749, promo control server 751, bonusgame (such as Bally Live Rewards) server 753, download control server755, player history database 757, configuration management server 759,browser manager 761, tournament engine server 763 connecting through bus765 to server host 767 and gaming machines 703.

The various servers and gaming machines 703 may connect to the networkwith various conventional network connections (such as, for example,USB, serial, parallel, RS485, and Ethernet). Additional servers whichmay be incorporated with CMS 707 include a responsible gaming limitserver (not shown), advertisement server (not shown), and a controlstation server (not shown) where an operator or authorized personnel mayselect options and input new programming to adjust each of therespective servers and gaming machines 703. SMS 705 may also haveadditional servers including a control station (not shown) through whichauthorized personnel may select options, modify programming, and obtainreports of the connected servers and devices, and obtain reports. Thevarious CMS and SMS servers are descriptively entitled to reflect thefunctional executable programming stored thereon and the nature ofdatabases is maintained and utilized in performing their respectivefunctions.

Gaming machines 703 include various peripheral components that may beconnected with USB, serial, parallel, RS-485 or Ethernetdevices/architectures to the system components within the respectivegaming machine. The GMU has a connection to the base game through aserial SAS connection. The system components in the gaming cabinet maybe connected to the servers using HTTPs or G2S over Ethernet. Using CMS707 and/or SMS 305 servers and devices, firmware, media, operatingsystems, and configurations may be downloaded to the system componentsof respective gaming machines for upgrading or managing floor contentand offerings in accordance with operator selections or automaticallydepending upon CMS 707 and SMS 705 master programming. The data andprogramming updates to gaming machines 703 are authenticated usingconventional techniques prior to installation on the system components.

In various embodiments, any of the gaming machines 703 may be amechanical reel spinning slot machine, video slot machine, video pokermachine, video bingo machine, keno machine, or a gaming machine offeringone or more of the above-described games including an interactive wheelfeature. Alternately, gaming machines 703 may provide a game with anaccumulation-style feature game as one of a set of multiple primarygames selected for play by a random number generator, as describedabove. A gaming system of the type described above also allows aplurality of games in accordance with the various embodiments to belinked under the control of a group game server (not shown) forcooperative or competitive play in a particular area, carousel, casinoor between casinos located in geographically separate areas. Forexample, one or more examples of group games under the control of agroup game server are disclosed in U.S. application Ser. No. 11/938,079,entitled “Networked System and Method for Group Gaming,” filed on Nov.9, 2007, which is hereby incorporated by reference in its entirety forall purposes.

Those skilled in the art will readily recognize various modificationsand changes that may be made to the claimed systems and methods withoutfollowing the example embodiments and applications illustrated anddescribed herein, and without departing from the true spirit and scopeof the claimed systems and methods.

What is claimed is:
 1. A method of enabling replay attack prevention fora gaming system in which a player uses a mobile device with an imagecapturing camera to become eligible for mobile promotions, wherein areplay attack occurs when an unscrupulous person captures multipleimages of a promotion-win triggering event and submits the images asmultiple entries, thereby attempting to earn multiple promotions for thesame event, the method comprising: providing a gaming machinecomprising: (i) at least one display device; (ii) a plurality of inputdevices including: (a) an acceptor of a first physical item associatedwith a first monetary value; (b) a cashout button actuatable to cause aninitiation of a payout associated with a credit balance; (iii) at leastone gaming device processor; and (iv) at least one gaming device memorydevice storing a gaming device program; interacting with a server over anetwork using the mobile device; receiving, at the server, event imagedata representing one or more images captured by a user's mobile deviceof a gaming machine promotion-win triggering event, the occurrence ofwhich entitles the user to a promotion; comparing, at the server, anarrangement of symbols in a symbol matrix obtained from the captured oneor more images of a promotion-win triggering event associated with thegaming machine against possible arrangements of symbols in symbolmatrixes for a same game to confirm that the captured one or more imagesrepresent different winning results; comparing, at the server, at leastone or more of values of a credit, denomination, bet and win meters, andprogressive meters against possible values of a credit, denomination,bet and win meters, and progressive meters captured within the one ormore images to confirm that the one or more images of the eventrepresent a new promotion-win triggering event; and preventing replayattacks where multiple images of a same promotion-win triggering eventare submitted as multiple entries by comparing, at the server, a timeand geographic location of a promotion-win triggering event againsttimes and geographic locations of previously submitted promotion-wintriggering events to confirm that the images represent a newpromotion-win triggering event; the server configured to award anentitlement to the promotion upon confirmation of new and uniquepromotion-win triggering events, but not in a replay attack wheremultiple images of a same promotion-win triggering event are submittedas multiple entries.
 2. The method of claim 1, wherein public keyencryption is employed, and wherein server applications only permit aconnection from a mobile device to participate in a mobile promotionthat is authenticated by a digital signature.
 3. The method of claim 1,comprising said application adapted for sending to said server data fromwhich the location of the mobile device can be determined.
 4. A systemfor preventing a replay attack for a gaming system in which a playeruses a mobile device with an image capturing camera to become eligiblefor mobile promotions, wherein a replay attack occurs when anunscrupulous person captures multiple images of a promotion-wintriggering event and submits the images as multiple entries, therebyattempting to earn multiple promotions for the same event, the methodcomprising: a gaming machine comprising: (i) at least one displaydevice; (ii) a plurality of input devices including: (a) an acceptor ofa first physical item associated with a first monetary value; (b) acashout button actuatable to cause an initiation of a payout associatedwith a credit balance; (iii) at least one gaming device processor; and(iv) at least one gaming device memory device storing a gaming deviceprogram; a network that connects and enables communication betweencomponents in the gaming system; a gaming server connected to thenetwork, the gaming server including one or more server processors; aplurality of mobile devices, each mobile device comprising a deviceprocessor and enabling interaction with the gaming server over thenetwork; wherein the server receives event image data representing oneor more images captured by a user's mobile device of a promotion-wintriggering event associated with the gaming device, the occurrence ofwhich entitles the user to a promotion; comparing, at the server, anarrangement of symbols in a symbol matrix obtained from the captured oneor more images of a promotion-win triggering event against possiblearrangements of symbols in symbol matrixes for a same game to confirmthat the captured one or more images represent different winningresults; wherein the server compares the promotion-win triggering eventimage data to stored image data representing at least one promotionalevent entitled to a promotion; wherein the server compares at least oneor more of values of a credit, denomination, bet and win meters, andprogressive meters against possible values of a credit, denomination,bet and win meters, and progressive meters captured within the one ormore images to confirm that the one or more images of the eventrepresent a new promotion-win triggering event; wherein the servercompares a time and geographic location of a promotion-win triggeringevent against times and geographic locations of previously submittedpromotion-win triggering events to confirm that the images represent anew promotion-win triggering event; and the server configured to awardan entitlement to the promotion upon confirmation of new and uniquepromotion-win triggering events, but not in a replay attack wheremultiple images of a same promotion-win triggering event are submittedas multiple entries.